D3D12SerializeRootSignature function
Serializes a root signature version 1.0 that can be passed to ID3D12Device::CreateRootSignature.
Syntax
HRESULT WINAPI D3D12SerializeRootSignature(
_In_ const D3D12_ROOT_SIGNATURE_DESC *pRootSignature,
_In_ D3D_ROOT_SIGNATURE_VERSION Version,
_Out_ ID3DBlob **ppBlob,
_Out_opt_ ID3DBlob **ppErrorBlob
);
Parameters
- pRootSignature [in]
-
Type: const D3D12_ROOT_SIGNATURE_DESC*
The description of the root signature, as a pointer to a D3D12_ROOT_SIGNATURE_DESC structure.
- Version [in]
-
Type: D3D_ROOT_SIGNATURE_VERSION
A D3D_ROOT_SIGNATURE_VERSION-typed value that specifies the version of root signature.
- ppBlob [out]
-
Type: ID3DBlob**
A pointer to a memory block that receives a pointer to the ID3DBlob interface that you can use to access the serialized root signature.
- ppErrorBlob [out, optional]
-
Type: ID3DBlob**
A pointer to a memory block that receives a pointer to the ID3DBlob interface that you can use to access serializer error messages, or NULL if there are no errors.
Return value
Type: HRESULT
Returns S_OK if successful; otherwise, returns one of the Direct3D 12 Return Codes.
Remarks
This function has been superceded by D3D12SerializeVersionedRootSignature as of the Windows 10 Anniversary Update (14393).
If an application procedurally generates a D3D12_ROOT_SIGNATURE_DESC data structure, it must pass a pointer to this D3D12_ROOT_SIGNATURE_DESC in a call to D3D12SerializeRootSignature to make the serialized form. The application then passes the serialized form to which ppBlob points into ID3D12Device::CreateRootSignature.
If a shader has been authored with a root signature in it (when that capability is added), the compiled shader will contain a serialized root signature in it already.
The function signature PFN_D3D12_SERIALIZE_ROOT_SIGNATURE is provided as a typedef, so that you can use dynamic linking techniques (GetProcAddress) instead of statically linking.
Examples
Create an empty root signature.
CD3DX12_ROOT_SIGNATURE_DESC rootSignatureDesc; rootSignatureDesc.Init(0, nullptr, 0, nullptr, D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT); ComPtr<ID3DBlob> signature; ComPtr<ID3DBlob> error; ThrowIfFailed(D3D12SerializeRootSignature(&rootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error)); ThrowIfFailed(m_device->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(&m_rootSignature)));
Refer to the Example Code in the D3D12 Reference.
Requirements
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See also